Benson Shaw Posted November 1, 2010 Share Posted November 1, 2010 Horsing around with texture to show perforated metal w/round holes. Many common patterns have 60 degree stagger. Made 2d poly clipped with the hole pattern, exported as image, and imported during texture creation. But VW maps textures only as square tiles (my experience, anyway), so the image of the poly is stretched in the Y direction to make a square - stagger angle changes. Starting w/ ovals to compensate for the stretch changes the stagger angle and/or the spacing. Anyone see a way forward in VW2010? Solved in 2011? Should I put in a Wish for X and Y axis dimensioning in the tiling? On the plus side: Image Mask Shader>Color Transparency Mask can alpha both jpg and png. No need to alpha the image prior to import for texture creation. Another problem: VW added a tiny border on two sides of the image in the Image Export>Draw Marquee (snapped to corners of my clipped polygon). Had to trim the excess with Smart Trim in Graphic Converter. Otherwise, the texture shows a border around each instance of the image. -B Quote Link to comment
Kaare Baekgaard Posted November 2, 2010 Share Posted November 2, 2010 Unless I am much mistaken, this problem can be easily resolved by making a blank white image file the same pixel size as the hole pattern and import it as filtered image colur. It's a workaround but it should work. Quote Link to comment
Benson Shaw Posted November 4, 2010 Author Share Posted November 4, 2010 Not only are you not much mistaken, you are not at all mistaken. The only drawback is that color of the matrix in the rendered object is controlled by the texture rather than the attribute pallet. A different texture would be required for each color required - easy enough to dupe the texture, edit the color shader and rename the new texture. Tusind Tak! -B Quote Link to comment
Kaare Baekgaard Posted November 4, 2010 Share Posted November 4, 2010 Selv tak :-) In the 'edit filtered image' tick the 'use object fill'. If the image used is white, the object fill should work as usual. Quote Link to comment
Benson Shaw Posted November 5, 2010 Author Share Posted November 5, 2010 Ahh, another Open GL vs Renderworks clash. I was testing in Open GL and found that the Color Shader>Filtered Image>Object Fill is not operative. Only way I found to change color in Open GL is to tick the Use Chosen Color and select a color in the diaolg. Open GL render options do not alter this (Use Textures, Anti Aliasing, Use Shadows . . .) For RenderWorks renders, it works as you say. Even most artistic modes. -B Quote Link to comment
Benson Shaw Posted November 5, 2010 Author Share Posted November 5, 2010 Strangeness & fun Drawing contains 3 objects: 3d poly, no texture, z=0 (Locked, offers transparency check) 3d circle, my home made "hatch" texture, z=.5" 3d square, my home made "hatch" texture z=1" (square was created first) Render in OpenGL Select the square and change color in attribute palette. Move the circle (drag). Color changes to match square. ??? Try color change with Circle first. No effect on either. Delete the square - Circle color changes with Attributes Palette as expected. Paste in the square - Now circle is leader in color change madness. Render in FQRW - all is well -B Quote Link to comment
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